Which classes do you specifically need?
There are certain classes that I really like having at least one of regardless of sub-spec or raid size. For example I want at least one each of the following:
Paladin – At least Blessing of Kings and a Paladin Aura active.
Druid – Provide the Mark of the Wild buff and a Battle Rez and Innervate for emergencies.
Priest – You always need Fortitude active to supply more health for your tanks.
Shaman – Heroism / Bloodlust, need I say more?
Boomkin BuffBalance Druid (Boomkin) - 5% crit boost to spells makes taking one in caster heavy groups almost mandatory.
Warriors / Rogues / Warlocks – The reduced armour effects that can be applied really boost melee dps.
Unholy Death Knight / Boomkin / Shadow Priest / Warlock – Extra spell damage or hit through debuffs make these work well with other ranged spell casters.
Overall Class Listing
The classes listed above are the ones that you really should get and the reasons why. Here is an overview of all the classes that provides complete listings of what they bring to the table.
Feral Druid: Provides DPS, increases melee critical strike rating by 5%, no interrupts (except for one on a cooldown), low AOE damage, and applies bleeds to the target.
Restoration Druid: Healer that provides Mark of the Wild, Tree Form that buffs the raid with a plus healing aura, and provides a substantial amount of HoT heals.
Balance Druid: Caster DPS, no interrupts, Cyclone and Roots for CC, stacking spell damage debuff, decent AoE, and provides a raid wide aura that increases spell critical strike by 5%.
Mage: High DPS, few interrupts, can remove curses, can dispel magic, provides food and portals, provides polymorph for cc, and can provide on single critical strike buff.
Holy Paladin: Provides huge single target heals, pally buffs, bubbles, and a single interrupt.
Retribution Paladin: Gives a melee crit boost to the party, mana replenishment, pally buffs, an interrupt and a long term cc, as well as bubbles and self heals.
Protection Paladin: Solid tank, AOE damage and threat, single interrupt on cooldown, no CC, pally buffs and auras.
Warlock: High DPS, can cause fear, can banish and seduce as forms of cc, stacking spell damage debuff, provides health stones, soul stones, and summons.
Hunters: High DPS, few interrupts, can provide a nature resistance buff, misdirect, has several traps for CC, very self reliant, can reduce healing done to the enemy
Melee Warriors: Lots of interupts, attack power or health boost for group, armor debuff to the enemy, can reduce healing done to the enemy
Protection Warriors: Solid Tanks, tons on interrupts
Death Knight Tanks: Good Tanks, lots of interrupts, the anti-magic tanks, death grips, pets, high DPS even though they are tanks.
Death Knight DPS: Big DPS, Spell damage debuff if unholy, slows melee attack speed of enemy, lots of interupts and can control casters, limited CC with death grip and frost.
Shadow Priests: High DPS, AOE fear, good AOE, Fort Buffs, health
replenishment for raid, mind control for cc, dispersion to escape damage
Healing Priests: Big heals as Holy or strong shields as Discipline, fort buffs,
Enhancement Shaman: Decent melee DPS, can interrupt, provides extra attack power and melee bonuses.
Elemental Shaman: Decent ranged DPS, totems, interrupts spell casters, totems, has hex for CC
Restoration Shaman: Big Heals, heals multiple targets, Mana restoration, totems, utility
Rogues: Offers a lot of interrupts and debuffs, no buffs for group, single pre-combat cc with sap, can reduce healing done to the enemy.
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